asazocave
08-13-2013, 01:13 PM
http://benpogrund.com/star-legends---the-hive
some portion from above link
The Hive
While I worked as a quality assurance tester
at Spacetime Studios, I was allowed full access
to the editor outside of my normal QA
schedule. I dedicated 60 to 80 hours a week by
staying late and coming in on weekends to
teach myself the editor. I began my first
project called The Hive, which was later
published into the game. My process for
developing The Hive consisted of the following
phases: research, mapping space and flow,
asset configuration, play testing and polish.
Research
As a QA tester, I already knew the game well,
but I had much to learn about the editor. The
Hive was a solo project, so I had to find assets
that already existed and breathe new life into
them. So my first objective was to practice
modifying existing content in fun and
interesting ways. When I felt comfortable
with the editor, I set my project in motion with
a theme and list of my favorite assets.
Space and Flow
The ideal flow for an RPG on a mobile phone
needs to fit the middle ground between too
simple and too complicated. I didn’t want the
map for The Hive to be linear, but I also didn’t
want it to be confusing or frustrating for
players. To avoid having the player backtrack
through the same areas, I designed the map
with three loops from the player’s spawn
location. At the peak of each loop,
some portion from above link
The Hive
While I worked as a quality assurance tester
at Spacetime Studios, I was allowed full access
to the editor outside of my normal QA
schedule. I dedicated 60 to 80 hours a week by
staying late and coming in on weekends to
teach myself the editor. I began my first
project called The Hive, which was later
published into the game. My process for
developing The Hive consisted of the following
phases: research, mapping space and flow,
asset configuration, play testing and polish.
Research
As a QA tester, I already knew the game well,
but I had much to learn about the editor. The
Hive was a solo project, so I had to find assets
that already existed and breathe new life into
them. So my first objective was to practice
modifying existing content in fun and
interesting ways. When I felt comfortable
with the editor, I set my project in motion with
a theme and list of my favorite assets.
Space and Flow
The ideal flow for an RPG on a mobile phone
needs to fit the middle ground between too
simple and too complicated. I didn’t want the
map for The Hive to be linear, but I also didn’t
want it to be confusing or frustrating for
players. To avoid having the player backtrack
through the same areas, I designed the map
with three loops from the player’s spawn
location. At the peak of each loop,